feat(l7): add shader module

This commit is contained in:
yuqi.pyq 2019-02-26 15:09:49 +08:00
parent d36cece869
commit a6d4774804
8 changed files with 113 additions and 18 deletions

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@ -6,6 +6,7 @@ import WorkerPool from './worker';
import { MapProvider } from '../map/provider';
import GaodeMap from '../map/gaodeMap';
import Global from '../global';
import { compileBuiltinModules } from '../geom/shader';
export default class Scene extends Base {
getDefaultCfg() {
return Global.scene;
@ -22,6 +23,7 @@ export default class Scene extends Base {
this._engine = new Engine(mapContainer, this);
this._engine.run();
this.workerPool = new WorkerPool();
compileBuiltinModules();
}
// 为pickup场景添加 object 对象
addPickMesh(object) {

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@ -1,6 +1,5 @@
import polygon_frag from '../shader/polygon_frag.glsl';
import polygon_vert from '../shader/polygon_vert.glsl';
import Material from './material';
import { getModule } from '../../util/shaderModule';
// export default function PolygonMaterial(options) {
// const material = new Material({
// uniforms: {
@ -48,8 +47,10 @@ export default class PolygonMaterial extends Material {
this.uniforms = Object.assign(uniforms, this.setUniform(_uniforms));
this.type = 'PolygonMaterial';
this.defines = Object.assign(defines, _defines);
this.vertexShader = polygon_vert;
this.fragmentShader = polygon_frag;
const { vs, fs } = getModule('polygon');
this.vertexShader = vs;
this.fragmentShader = fs;
this.transparent = true;
}
}

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@ -0,0 +1,2 @@
#define PI 3.14159265359
#define TWO_PI 6.28318530718

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@ -1,14 +1,12 @@
import point_frag from '../shader/point_frag.glsl';
import point_vert from '../shader/point_vert.glsl';
const shaderslib = {
pointShader: {
fragment: point_frag,
vertex: point_vert
}
};
// for (const programName in shaderslib) {
// const program = shaderslib[programName];
// program.fragment = ShaderFactory.parseIncludes(program.fragment);
// program.vertex = ShaderFactory.parseIncludes(program.vertex);
// }
export default shaderslib;
import polygon_frag from '../shader/polygon_frag.glsl';
import polygon_vert from '../shader/polygon_vert.glsl';
import common from './common.glsl';
import { registerModule } from '../../util/shaderModule';
export function compileBuiltinModules() {
registerModule('point', { vs: point_vert, fs: point_frag });
registerModule('common', { vs: common, fs: common });
registerModule('polygon', { vs: polygon_vert, fs: polygon_frag });
}

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@ -1,7 +1,8 @@
precision highp float;
#define PI 3.14159265359
#define TWO_PI 6.28318530718
#pragma import "common"
uniform float u_strokeWidth;
uniform vec4 u_stroke;
uniform float u_opacity;

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59
src/util/shaderModule.js Normal file
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@ -0,0 +1,59 @@
const SHADER_TYPE = {
VS: 'vs',
FS: 'fs'
};
const moduleCache = {};
const rawContentCache = {};
const precisionRegExp = /precision\s+(high|low|medium)p\s+float/;
const globalDefaultprecision = '#ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n #else\n precision mediump float;\n#endif\n';
const includeRegExp = /#pragma include (["^+"]?["\ "[a-zA-Z_0-9](.*)"]*?)/g;
function processModule(rawContent, includeList, type) {
return rawContent.replace(includeRegExp, (_, strMatch) => {
const includeOpt = strMatch.split(' ');
const includeName = includeOpt[0].replace(/"/g, '');
if (includeList.indexOf(includeName) > -1) {
return '';
}
let txt = rawContentCache[includeName][type];
includeList.push(includeName);
txt = processModule(txt, includeList, type);
return txt;
});
}
export function registerModule(moduleName, { vs, fs }) {
rawContentCache[moduleName] = {
[SHADER_TYPE.VS]: vs,
[SHADER_TYPE.FS]: fs
};
}
export function getModule(moduleName) {
if (moduleCache[moduleName]) {
return moduleCache[moduleName];
}
let vs = rawContentCache[moduleName][SHADER_TYPE.VS];
let fs = rawContentCache[moduleName][SHADER_TYPE.FS];
vs = processModule(vs, [], SHADER_TYPE.VS);
fs = processModule(fs, [], SHADER_TYPE.FS);
/**
* set default precision for fragment shader
* https://stackoverflow.com/questions/28540290/why-it-is-necessary-to-set-precision-for-the-fragment-shader
*/
if (!precisionRegExp.test(fs)) {
fs = globalDefaultprecision + fs;
}
moduleCache[moduleName] = {
[SHADER_TYPE.VS]: vs.trim(),
[SHADER_TYPE.FS]: fs.trim()
};
return moduleCache[moduleName];
}

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@ -0,0 +1,32 @@
import { expect } from 'chai';
import { registerModule, getModule } from '../../../src/util/shaderModule';
describe('test shader module', function() {
const vs = `
#define PI 3.14
`;
const commonModule = {
vs,
fs: vs
};
const module1 = {
vs: `
#pragma include "common"
`,
fs: ''
};
registerModule('common', commonModule);
registerModule('module1', module1);
it('should import a module correctly.', function() {
const { vs, fs } = getModule('module1');
expect(vs).eq('#define PI 3.14');
expect(fs).eq('');
});
});